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VavakiaCreature 18


UncommonHugeChaoticDemonEvilFiendUnholy
Source Pathfinder #156: The Apocalypse Prophet
Perception +32 (darkvision, truesight (precise) 60 feet)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet
Skills Athletics +35, Deception +32, Intimidation +34, Religion +30, Stealth +32
Str +9, Dex +4, Con +6, Int +4, Wis +6, Cha +6

AC 42; Fort +32; Reflex +28; Will +30; +1 status to all saves vs. magic
HP 350
Speed 40 feet (fly 40 feet)
Weaknesses Cold Iron 15, Holy 15

Ranseur One Action +36 (+31, +26) to hit (disarm, magical, reach 25, unholy) 1d10 Acid + 3d10+17 Piercing
Jaws One Action +35 (+30, +25) to hit (magical, reach 15, unarmed, unholy) 2d8 Bleed + 3d8+17 Piercing
Claw One Action +35 (+31, +27) to hit (agile, magical, reach 15, unarmed, unholy) 3d10+17 Slashing
Tail One Action +35 (+30, +25) to hit (backswing, magical, reach 20, unholy) 3d12+17 Bludgeoning

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

60 feet. DC 37 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Restoration Vulnerability

A vavakia is repulsed by the restoration of souls.

The demon takes (3d10+10) mental damage the first time each round that a creature within 100 feet of it is restored to life or loses the Doomed condition.

Smoking Wound

A creature damaged by the vavakia's jaws is Sickened 1 from the rank smell of vapors from the wound.

Soulfire Breath Two Actions (death, divine, void)

The vavakia exhales ghostly green fire in a 60-foot cone.

Living creatures in the area take 20d6 void damage (DC 42 reflex save). A good creature that fails this save is becomes Stupefied 2 for 1 minute (Stupefied 4 on a critical failure).

A creature slain by Soulfire Breath can't be resurrected except by powerful magic such as a Wish spell.

The vavakia can't use Soulfire Breath again for 1d4 rounds.

Soulfire Inhalation One Action (divine, healing)

Requirements The vavakia's last action was Soulfire Breath


Effect The vavakia inhales and regains 10 healing Hit Points for each creature damaged by its Soulfire Breath. Any excess healing is gained as temporary Hit Points, which remain for 1 minute.

Stunning Tail (incapacitation)

If the vavakia critically hits with its tail Strike, the target must succeed at a DC 40 fortitude save or be Stunned for 1 round (1d4 rounds on a critical failure).

Trample Three Actions

Large or smaller, claw, DC 40 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 40, +32 to hit)

4th Level: Dimension Door, Dimension Door (At Will), Divine Wrath (At Will)
6th Level: True Seeing (Constant)
8th Level: Divine Aura, Earthquake, Power Word Stun
9th Level: Massacre


Rituals

Abyssal Pact


Juggernauts of destruction, vavakias are formed from the souls of mortals who extract, enslave, or consume the souls of others.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Demon

A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.